New dynamic to make the game a little more then just a scrimmage

I propose a new dynamic that would create new possibilities for strategy and make the game a little bit more of what we would expect in a space battle.

I'm proposing a new addition to the game that would add the choices a player has while in combat. I'm taking about allowing capital ships to surrender or be asked to surrender. 

 

Lets face it, when your hull integrity is critical and you have no shields its doesn't seem far fetched. Look at scifi movies and series and you will see ship commanders and captains offer this to a nearly destroyed ship.

 

Features of this would include insight into enemy tech trees. Should you capture their ship or yours be captured, then technology would be swapped and something new would be learned. This gives more research opportunity and a new twist to a fleet. It would also allow for new dynamics in diplomacy, when you have hostages and pows you have bargaining power. 

This dynamic also adds story to a battle or to a match. Its not just two sides fighting, now its two sides, trying to take and retake ships, discovering new technology, and it allows for an "or else" when negotiating. It also creates a new outlook on multi player matches. It creates trophies of victory that egg players on.

 

I know it might be to late for rebellion but its still an interesting thought to moll over. Of course there would have to be some sort of incentive for players to choose to surrender. Any ideas? What might get a player to consider this seeing as its not much of a risk to lose the ship

3,378 views 5 replies
Reply #1 Top

I can see that you are new here so I will not be too hard on you. Me, and most people that hang around these forums have seen this idea in some shape or another many times already.

I am by no means saying that it wouldn't be a cool addition to the game, and the story elements that might evolve from it are certainly welcome, for single player games at least.

There are however two problems with this idea: The first one is that it would be impossible to implement it due to the limits of the Iron Engine. Creating break events for instance in a real time game like Sins is not going to work. The viewing of another players' research tree is possibly the only part of your idea that could be implemented, yet no mod has ever achieved anything like this, and the dev's don't have enough time to implement such a feature before the official release date.

The second problem is that it distracs too much from the basic gameplay and would possibly result in too many annoying micro events that the player has to deal with about whether you want to surrender a certain ship to another player or not. In multiplayer especially, too much microing has to be avoided to keep the game competitive.

I hope this grants you some insight into why a lot of cool ideas that truly extend the base game are at this point a no-go. In case the dev's ever decide to create or use a newer engine for Sins 2 a lot of these ideas will actually be in reach...

We can always hope.

Reply #2 Top

see above..  Probably nicer than what I would have said.

Reply #3 Top

Ok its an idea ahead of its time. Should they make a new sins game (something that includes a story line) this idea would give it a little more character and allow it to more closely relate to the popular view of science fiction. Watch any TV show or movie with space battles and you may see that my idea does have a reason behind it. 

 

I do understand what your saying, but any idea we post now could have an effect on future games. 

Reply #4 Top

Drugs are nice to a point at which you start writing stuff like that on forum.

 

Reply #5 Top

Quoting Mecha-Lenin, reply 4
Drugs are nice to a point at which you start writing stuff like that on forum.

 
End of Mecha-Lenin's quote